Pendas : Jurnah Ilmiah Pendidikan Dasar
Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Public

Pengembangan Variasi Model Permainan Edukatif Berbasis DeepLearning pada Komponen Power Kebugaran Jasmani Menggunakan Flipbook Siswa Kelas VII

Solehah, Alfiyatus (Unknown)
Siti Nurrochmah (Unknown)



Article Info

Publish Date
05 Jul 2026

Abstract

This study aims to produce a digital flipbook learning media product containing variations of educational games based on deep learning to improve the power component of the physical fitness of Grade VII students, which is valid and feasible to use. The research method used was Research and Development (R&D) by adopting the ADDIE development model modified into four stages (ADDE), namely Analysis, Design, Development, and Evaluation, without field implementation. Data were collected using needs analysis questionnaires (teachers and students) and evaluation sheets in the form of validation instruments from experts. The data obtained were analyzed using qualitative and quantitative descriptive analysis techniques. The results of the needs analysis showed that 71.8% of students wanted an attractive digital media display and 56.2% of students liked using a flipbook application. The product validation test results by the material expert reached 97% and by the media expert 96%, so that the average product feasibility percentage was 96.5% with very valid and very feasible criteria. Based on these results, it can be concluded that this deep learning-based educational game variation digital flipbook learning media is declared very valid and feasible to be used

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Journal Info

Abbrev

pendas

Publisher

Subject

Other

Description

Pendas : Jurnah Ilmiah Pendidikan Dasar is a journal published twice a year, namely in June and December that aims to be a forum for scientific publications to pour ideas and studies complemented with the results of research related to primary school education. To achieve this, basic education ...